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Johnny Rico_Golden Road

Created by JohnnyRico
Added Feb. 15, 2019
Updated 15 Feb 14:17 CET
Shader used: ReShade
Preset description:
My first preset...A lot of gold, sweetness and saturation ! Techniques=AdaptiveSharpen,Colourfulness,Clarity,FilmGrain2,FXAA,HQ4X,GaussianBlur,Vibrance,SMAA
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'------------------------------------------------------------/=0 #define CRTResolution 2.0 //[1.0 to 8.0] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2=0 #define USE_PIXELART_CRT 0 //[0 or 1] PixelArt CRT : Scanlines for pixel art (high performance cost)=0 Game:Call of Juarez Gunslinger=0 Preset: Johnny Rico_Golden Road FX=0 #define SMAA_CORNER_ROUNDING 100 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.=0 More features, bugfixes and performance optimizations will come before release.=0 #define redNegativeAmount 0.88 //[0.00 to 1.00]=0 SweetFX: v2.0 Preview 8 by CeeJay.dk=0 Hope you enjoy SweetFX and ReShade.=0 #define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)=0 #define pattern 4 //[1|2|3|4] Choose a sample pattern. 1=Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped. API hook: Reshade by Crosire=0 This is a preview release meant to allow users to beta test SweetFXs 2.0 new injector called ReShade.=0 - CeeJay.dk=0 #define PixelArtCRT_resolution_mode 1 //[1 or 2] 1=Ratio, 2 = Fixed resolution '-----------------------------------------------------------*/=0 #define Ascii_background_color float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the background should be. In integer RGB colors.=0 #define Green 8.0 //[1.0 to 15.0]=0 #define USE_ASCII 0 //[0 or 1] Ascii : Converts the image to Ascii-art.=0 #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image.=0 #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure=0 #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.=0 #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.=0 #define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue=0 #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.=0 #define Ascii_swap_colors 0 //Swaps the font and background color when you are too lazy to edit the settings above (I know I am)=0 #define USE_FXAA 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique.=0 #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy.=0 #define Defog 0.100 //[0.000 to 1.000] How much of the color tint to remove=0 #define USE_CA 1 //[0 or 1] Chromatic Aberration : Mimics the look of a cheap camera lens, by distorting the colors.=0 #define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (has a very high performance cost)=0 #define BloomThreshold 31.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.=0 #define Ascii_font_color float3(255, 255, 255) //[0 to 255, 0 to 255, 0 to 255] What color the font should be. In integer RGB colors.=0 #define fxaa_EdgeThreshold 0.166 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm. Similar to SMAA_THRESHOLD=0 #define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)=0 #define SMAA_THRESHOLD 0.05 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.=0 #define SMAA_MAX_SEARCH_STEPS 32 //[0 to 98] Determines the radius SMAA will search for aliased edges=0 #define USE_LUMASHARPEN 1 //[0 or 1] LumaSharpen : Sharpens the image.=0 #define ColorMatrix_Red float3(0.817, 0.183, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new red value should contain - Should sum to 1.000 if you don't wish to change the brightness=0 #define USE_NOSTALGIA 0 //[0 or 1] Nostalgia : Remember when you played that game you always played on that first system of yours? You don't? Well here is a reminder.=0 #define USE_LENS_DISTORTION 0 //[0 or 1] Cubic Lens Distortion : Distorts the lens cubicly. (WIP)=0 #define USE_LEVELS 1 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that.=0 #define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)=0 #define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)=0 #define USE_TECHNICOLOR2 0 //[0 or 1] TECHNICOLOR 2 : Yet another Technicolor effect - not sure if this stays or not. Let me know if you like it.=0 #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.=0 #define SMAA_PREDICATION_THRESHOLD 0.001 // Threshold to be used in the depth buffer.=0 #define USE_COLORMATRIX 0 //[0 or 1] Color Matrix : Allows color modification using a user-defined color matrix.=0 #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights.=0 #define Ascii_invert_brightness 0 //[0 or 1]=0 #define SMAA_PREDICATION_SCALE 2.0 // How much to scale the global threshold used for luma or color edge detection when using predication=0 #define USE_TONEMAP 1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)=0 #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.=0 #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0 #define USE_SEPIA 1 //[0 or 1] Sepia : Sepia tones the image.=0 #define Ascii_font_color_mode 1 //[0 to 2] 0=font_color, 1 = image color, 2 = colorized grayscale #define CRTOverScan 1.00 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01=0 #define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.=0 #define USE_FILMGRAIN 0 //[0 or 1] Film Grain : Adds film grain to the image.=0 #define USE_TRANSITION 0 //[0 or 1] Transition : Shows a welcome screen and then transitions to the regularly scheduled programming=0 #define CRTCornerSize 0.0100 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001=0 #define USE_BORDER 0 //[0 or 1] Border : Can be used to create letterbox borders around the image.=0 #define Ascii_spacing 1 //[0 to 9] Determines the spacing between characters. I feel 1 to 3 looks best.=0 #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode. (Only partially working right now)=0 #define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.=0 #define USE_DEPTH 0 //[0 or 1] Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (*) in-game=0 #define USE_CUSTOM 0 //[0 or 1] Custom : Write your own shader by editing custom.h, and then enable it here.=0 #define SMAA_PREDICATION 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges.=0 #define Ascii_input_image 1 //[1 or 2] 1=Color buffer, 2 = Depth buffer. #define Ascii_font 2 //[1 or 2] 1=5x5 font, 2 = 3x5 font #define SMAA_DEPTH_THRESHOLD 0.001 //[0.001 to 0.100] Depth edge detection threshold. Same as above but for the depth edge detection. This can go insanely low and still look good.=0 #define SMAA_DEBUG_OUTPUT 0 //[0 to 4] 0=Normal, 1 = edgesTex, 2 = blendTex, 3 = areaTex, 4 = searchTex - Only for troubleshooting. Users don't need to mess with this. #define SMAA_MAX_SEARCH_STEPS_DIAG 16 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges=0 #define SMAA_EDGE_DETECTION 2 //[1|2|3] 1=Luma edge detection, 2 = Color edge detection, 3 = Depth edge detection #define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.=0 #define SMAA_PREDICATION_STRENGTH 0.4 // How much to locally decrease the threshold.=0 #define fxaa_Subpix 0.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal. Higher values makes the image softer/blurrier.=0 #define fxaa_EdgeThresholdMin 0.000 //[0.000 to 1.000] Darkness threshold. Pixels darker than this are not processed in order to increase performance.=0 #define Explosion_Radius 2.0 //[0.2 to 100.0] Amount of effect you want.=0 #define Chromatic_shift float2(0.4,-0.4) //[-100.0 to 100.0, -100.00 to 100.0] Distance (X,Y) in pixels to shift the color components.=0 #define Chromatic_strength 1.0 //Adjust the strength of the effect.=0 #define CartoonPower 1.5 //[0.1 to 10.0] Amount of effect you want.=0 #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster.=0 '----------------------------------------------------------*/=0 #define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want=0 #define CRTgamma 2.2 //[0.0 to 4.0] Gamma of simulated CRT (default 2.2)=0 #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors=0 #define CRTmonitorgamma 2.4 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)=0 #define CRTBrightness 1.2 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0=0 #define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0=0 #define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on=0 #define RedC 0.36 //[0.60 to 0.20]=0 #define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)=0 #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image=0 #define CRTCurvatureRadius 2.0 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5=0 #define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00=0 #define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)=0 #define CRTAngleY -0.15 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)=0 #define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)=0 #define PixelArtCRT_resolution_ratio (1.0/4.0) //=0 #define PixelArtCRT_fixed_resolution float2(320.0,160.0) //=0 #define PixelArtCRT_hardScan -24.0 // Hardness of scanline : -8.0=soft, -16.0 = medium #define PixelArtCRT_hardPix -24.0 // Hardness of pixels in scanline : -2.0=soft, -4.0 = hard #define PixelArtCRT_warp float2(1.0/64.0,1.0/24.0) // Display warp : 0.0=none , 1.0/8.0 = extreme #define PixelArtCRT_ShadowMask 3 // Type of shadow mask : 1=Very compressed TV style shadow mask, 2 = Aperture-grille, 3 = Stretched VGA style shadow mask, 4 = VGA style shadow mask #define PixelArtCRT_maskDark 0.5 //=0 #define PixelArtCRT_maskLight 1.5 //=0 #define border_ratio float(2.35 / 1.0) //[0.1000 to 10.0000] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right.=0 #define PixelArtCRT_shape 3.0 // Falloff shape : 1.0=exp(x), 1.25 = in between, 2.0 = gaussian, 3.0 = more square #define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom=0 #define PixelArtCRT_overdrive 1.25 //=0 #define BloomPower 1.2 //[0.000 to 8.000] Strength of the bloom=0 #define HDRPower 1.04 //[0.00 to 8.00] Strangely lowering this makes the image brighter=0 #define radius2 0.92 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter=0 #define sharp_strength 1.45 //[0.10 to 3.00] Strength of the sharpening=0 #define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035=0 #define offset_bias 1.2 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.=0 #define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)=0 #define Levels_black_point 7 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0=0 #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0=0 #define Levels_highlight_clipping 0 //[0 or 1] Highlight the pixels that clip. Red=Some detail is lost in the highlights, Yellow = All detail is lost in the highlights #define TechniAmount 0.40 //[0.00 to 1.00]=0 #define TechniPower 4.00 //[0.00 to 8.00]=0 #define greenNegativeAmount 0.88 //[0.00 to 1.00]=0 #define dither_method 1 //[1 or 2] 1=Ordered dithering (very good and very fast), 2 = Random dithering (different but slightly slower dithering) #define blueNegativeAmount 0.88 //[0.00 to 1.00]=0 #define Technicolor2_Red_Strength 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors.=0 #define Technicolor2_Green_Strength 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors.=0 #define Technicolor2_Blue_Strength 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors.=0 #define Technicolor2_Brightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image.=0 #define Technicolor2_Strength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image.=0 #define Technicolor2_Saturation 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image.=0 #define Red 8.0 //[1.0 to 15.0]=0 #define Blue 8.0 //[1.0 to 15.0]=0 #define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.=0 #define Monochrome_color_saturation 0.00 //[0.00 to 2.00] Percentage of saturation to keep. Default is 0.00 , values above 1.00 boost saturation above normal.=0 #define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.=0 #define GreenC 0.36 //[0.60 to 0.20]=0 #define BlueC 0.34 //[0.60 to 0.20]=0 #define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.=0 '------------------------------------------------------------*/=0 #define Monochrome_conversion_values float3(0.21, 0.72, 0.07) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)=0 #define ColorMatrix_Green float3(0.333, 0.667, 0.000) //[0.00 to 1.00] How much of Red, Green and Blue the new green value should contain - Should sum to 1.000 if you don't wish to change the brightness=0 #define ColorMatrix_Blue float3(0.000, 0.125, 0.875) //[0.00 to 1.00] How much of Red, Green and Blue the new blue value should contain - Should sum to 1.000 if you don't wish to change the brightness=0 #define ColorMatrix_strength 1.0 //Adjust the strength=0 #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.=0 #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue=0 #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation=0 #define FogColor float3(0.05, 0.10, 0.10) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue=0 #define Vibrance 0.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.=0 #define Daltonize_type 1 //[1|2|3] Type of colorblindness. 1=Protanopia (missing red spectrum), 2 = Deuteranopia (missing green spectrum), 3 = Tritanopia (missing blue spectrum) #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others=0 #define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0=Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want=0 #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10|11] The contrast s-curve you want to use.=0 #define ColorTone float3(1.00, 0.96, 0.96) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image=0 #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it=0 #define FilmGrain_intensity 0.50 //[0.00 to 1.00] How visible the grain is. Higher is more visible.=0 #define FilmGrain_variance 0.40 //[0.00 to 1.00] Controls the variance of the gaussian noise. Lower values look smoother.=0 #define FilmGrain_SNR 6 //[0 to 16] Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.=0 #define FilmGrain_mean 0.50 //[0.00 to 1.00] The average mean of the gaussian noise. Probably best kept at the middle value (0.50)=0 #define VignetteType 1 //[1|2|3] 1=Original, 2 = New, 3 = TV style #define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.=0 #define VignetteRadius 1.00 //[-1.00 to 3.00] lower values=stronger radial effect from center #define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00=Max Black, 1.00 = Max White. #define VignetteSlope 2 //[2 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)=0 #define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect for VignetteType 1. 2 and 3 do not obey this setting.=0 #define border_width float2(0,1) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead=0 #define border_color float3(180, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.=0 #define splitscreen_mode 1 //[1|2|3|4|5|6] 1=Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split, 6 = Curvy vertical 50/50 split #define Transition_time 5000 //[1 to 60000] Milliseconds the transition lasts (1000 milliseconds is 1 second)=0 #define Transition_texture "Winners_Dont_Use_Drugs.png" //["filename"] Filename for the texture to use. Put your custom textures in SweetFX/Textures/=0 #define Transition_texture_width 720 //Image width.=0 #define Transition_texture_height 480 //Image height.=0 #define Transition_type ImageFadeOut //Can be "FadeIn", "FadeOut", "CurtainOpen", "CurtainClose" or "ImageFadeOut"=0 #define Depth_z_near 0.01 //[0.00001 to 100000.0] Camera z near=0 #define Depth_z_far 100.00 //[0.00001 to 100000.0] Camera z far, must be further than the near value.=0 #define custom_strength 1.1 //[0.00 to 1.00] Adjust the strength of the effect=0 Techniques=AdaptiveSharpen,Colourfulness,Clarity,FilmGrain2,FXAA,HQ4X,GaussianBlur,Vibrance,SMAA TechniqueSorting=AdaptiveFog,LeiFx_Tech,Border,Cartoon,Chromakey,ASCII,CA,Curves,AdaptiveSharpen,BloomAndLensFlares,Deband,AmbientLight,AdvancedCRT,ColorMatrix,Daltonize,Colourfulness,KNearestNeighbors,NonLocalMeans,Clarity,DepthHaze,DPX,DisplayDepth,Emphasize,EyeAdaption,Crosshair,Depth3D,CinematicDOF,FilmGrain,HDR,MotionBlur,FilmicAnamorphSharpen,FilmGrain2,FilmicPass,Mode1,Mode2,Mode3,RingDOF,MagicDOF,GP65CJ042DOF,MatsoDOF,MartyMcFlyDOF,Layer,Levels,FXAA,HQ4X,GlitchB,HSLShift,LiftGammaGain,HighPassSharp,Monochrome,Nightvision,LumaSharpen,GaussianBlur,MultiLUT,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LUT,MagicBloom,Nostalgia,MXAO,Tint,ChromaticAberration,Technicolor,Before,After,PerfectPerspective,Technicolor2,Tonemap,TiltShift,Vibrance,TriDither,UIMask_Top,UIMask_Bottom,UIDetect,UIDetect_Before,UIDetect_After,ReflectiveBumpmapping,Vignette,SurfaceBlur,SMAA [Nostalgia.fx] Nostalgia_color_5=0.000000,0.800000,0.333333 Nostalgia_palette=0 Nostalgia_color_0=0.000000,0.000000,0.000000 Nostalgia_color_1=1.000000,1.000000,1.000000 Nostalgia_color_2=0.533333,0.000000,0.000000 Nostalgia_color_3=0.666667,1.000000,0.933333 Nostalgia_color_4=0.800000,0.266667,0.800000 Nostalgia_color_6=0.000000,0.000000,0.666667 Nostalgia_color_7=0.933333,0.933333,0.466667 Nostalgia_color_8=0.866667,0.533333,0.333333 Nostalgia_color_9=0.400000,0.266667,0.000000 Nostalgia_color_10=1.000000,0.466667,0.466667 Nostalgia_color_11=0.200000,0.200000,0.200000 Nostalgia_color_12=0.466667,0.466667,0.466667 Nostalgia_color_13=0.666667,1.000000,0.400000 Nostalgia_color_14=0.000000,0.533333,1.000000 Nostalgia_color_15=0.733333,0.733333,0.733333 [Border.fx] border_width=0.000000,0.000000 border_ratio=2.350000 border_color=0.000000,0.000000,0.000000 [FakeMotionBlur.fx] mbRecall=0.469000 mbSoftness=2.000000 [SMAA.fx] EdgeDetectionType=1 EdgeDetectionThreshold=0.100000 MaxSearchSteps=112 MaxSearchStepsDiagonal=20 CornerRounding=100 DebugOutput=0 [CinematicDOF.fx] ManualFocusPlane=10.000000 UseAutoFocus=0 UseMouseDrivenAutoFocus=0 AutoFocusTransitionSpeed=0.200000 FNumber=4.600000 AutoFocusPoint=0.500000,0.500000 FocalLength=100.000000 ShowOutOfFocusPlaneOnMouseDown=0 HighlightType=1 OutOfFocusPlaneColor=0.800000,0.800000,0.800000 OutOfFocusPlaneColorTransparency=0.700000 FocusPlaneColor=0.000000,0.000000,1.000000 FocusCrosshairColor=1.000000,0.000000,1.000000,1.000000 FarPlaneMaxBlur=1.000000 NearPlaneMaxBlur=1.000000 BlurQuality=5.000000 PostBlurSmoothing=0.000000 HighlightThresholdFarPlane=0.500000 HighlightEdgeBias=0.000000 HighlightGainFarPlane=0.000000 HighlightGainNearPlane=0.000000 HighlightThresholdNearPlane=0.500000 ShowCoCValues=0 [AdaptiveFog.fx] FogCurve=1.500000 FogColor=0.900000,0.900000,0.900000 MaxFogFactor=0.800000 BloomPower=10.000000 FogStart=0.050000 BloomThreshold=10.250000 BloomWidth=0.200000 [3DFX.fx] DITHERAMOUNT=0.500000 LEIFX_PIXELWIDTH=1.500000 DITHERBIAS=-1 LEIFX_LINES=1.000000 GAMMA_LEVEL=1.000000 [Cartoon.fx] Power=0.687000 EdgeSlope=1.500000 [Chromakey.fx] Color=0 Pass=0 Threshold=0.100000 CustomColor=1.000000,0.000000,0.000000 [ASCII.fx] Ascii_spacing=1 Ascii_font=1 Ascii_font_color=1.000000,1.000000,1.000000 Ascii_font_color_mode=1 Ascii_invert_brightness=0 Ascii_background_color=0.000000,0.000000,0.000000 Ascii_dithering=0 Ascii_swap_colors=0 Ascii_dithering_intensity=2.000000 Ascii_dithering_debug_gradient=0 [ChromaticAberration.fx] Shift=2.500000,-0.500000 Strength=0.500000 [Curves.fx] Mode=0 Formula=4 Contrast=0.650000 [HQ4X.fx] k=0.000000 s=0.474000 mx=1.000000 max_w=1.000000 lum_add=1.000000 min_w=0.000000 [AdaptiveSharpen.fx] D_compr_low=0.250000 L_compr_low=0.167000 curve_height=0.874000 curveslope=0.500000 D_overshoot=0.009000 L_overshoot=0.003000 D_compr_high=0.500000 scale_cs=0.056000 L_compr_high=0.334000 scale_lim=0.100000 pm_p=0.700000 [Bloom.fx] bGodrayEnable=0 iBloomMixmode=2 fBloomSaturation=0.800000 fBloomThreshold=0.800000 fLensdirtSaturation=2.000000 fBloomAmount=0.800000 fLensdirtIntensity=0.400000 fBloomTint=0.700000,0.800000,1.000000 fFlareLuminance=0.095000 bLensdirtEnable=0 iLensdirtMixmode=1 bLenzEnable=0 fLensdirtTint=1.000000,1.000000,1.000000 fAnamFlareCurve=1.200000 bAnamFlareEnable=0 fAnamFlareThreshold=0.900000 fAnamFlareWideness=2.400000 fAnamFlareAmount=14.500000 fAnamFlareColor=0.012000,0.313000,0.588000 fLenzIntensity=1.000000 fLenzThreshold=0.800000 fChapFlareTreshold=0.900000 bChapFlareEnable=0 iChapFlareCount=15 fChapFlareDispersal=0.250000 fFlareIntensity=2.070000 fChapFlareSize=0.450000 fChapFlareCA=0.000000,0.010000,0.020000 fChapFlareIntensity=100.000000 fGodrayDecay=0.990000 fGodrayExposure=1.000000 fGodrayWeight=1.250000 iGodraySamples=128 fGodrayDensity=1.000000 fGodrayThreshold=0.900000 fFlareBlur=200.000000 fFlareTint=0.137000,0.216000,1.000000 [Deband.fx] Threshold=0.004000 Range=16.000000 Iterations=1 Grain=0.006000 [AmbientLight.fx] alAdaptBaseMult=1.000000 alDebug=0 alInt=10.150000 AL_DirtTex=0 AL_Adaptive=0 alThreshold=15.000000 AL_Adaptation=0 AL_Dirt=0 alAdapt=0.700000 alLensThresh=0.500000 alAdaptBaseBlackLvL=2 AL_Vibrance=0 alDirtInt=1.000000 alDirtOVInt=1.000000 AL_Lens=0 alLensInt=2.000000 [CRT.fx] ScanlineGaussian=0 Amount=1.000000 Resolution=1.150000 Curvature=0 Brightness=0.900000 Gamma=2.400000 MonitorGamma=2.200000 ScanlineIntensity=2 CurvatureRadius=1.500000 CornerSize=0.010000 ViewerDistance=2.000000 Angle=0.000000,0.000000 Overscan=1.010000 Oversample=0 [ColorMatrix.fx] ColorMatrix_Red=0.817000,0.183000,0.000000 ColorMatrix_Green=0.333000,0.667000,0.000000 ColorMatrix_Blue=0.000000,0.125000,0.875000 Strength=1.000000 [Colourfulness.fx] lim_luma=0.692000 colourfulness=0.423000 enable_dither=0 col_noise=0 backbuffer_bits=8.000000 [Clarity.fx] ClarityRadius=3 ClarityBlendMode=2 ClarityOffset=2.000000 ClarityDarkIntensity=0.400000 ClarityBlendIfDark=50 ClarityBlendIfLight=205 ClarityViewMask=0 ClarityViewBlendIfMask=0 ClarityStrength=0.400000 ClarityLightIntensity=0.000000 [DepthHaze.fx] FogStart=0.200000 EffectStrength=0.900000 FogColor=0.800000,0.800000,0.800000 FogFactor=0.200000 [DPX.fx] Strength=0.200000 RGB_Curve=8.000000,8.000000,8.000000 RGB_C=0.360000,0.360000,0.340000 Contrast=0.100000 Saturation=3.000000 Colorfulness=2.500000 [DisplayDepth.fx] bUIUsePreprocessorDefs=0 fUIFarPlane=1000.000000 iUIReversed=1 iUIUpsideDown=0 iUIPresentType=2 iUILogarithmic=0 [Emphasize.fx] FocusDepth=0.026000 Sphere_FocusVertical=0.500000 FocusRangeDepth=0.001000 BlendColor=0.000000,0.000000,0.000000 FocusEdgeDepth=0.050000 Spherical=0 BlendFactor=0.000000 Sphere_FocusHorizontal=0.500000 Sphere_FieldOfView=75 EffectFactor=0.900000 [EyeAdaption.fx] fAdp_Speed=0.100000 bAdp_BrightenEnable=0 bAdp_DarkenEnable=0 fAdp_DarkenCurve=0.500000 fAdp_BrightenThreshold=0.200000 fAdp_BrightenBlack=0.500000 fAdp_BrightenCurve=1.000000 fAdp_BrightenMax=0.100000 fAdp_BrightenDynamic=0.500000 fAdp_BrightenSaturation=0.000000 fAdp_DarkenThreshold=0.300000 fAdp_DarkenMax=0.400000 fAdp_DarkenDynamic=0.500000 fAdp_DarkenWhite=0.500000 fAdp_DarkenSaturation=0.000000 [Depth3D.fx] Depth_Map_Adjust=7.500000 Depth_Map=0 Divergence=25.000000 Depth_Map_View=0 SCSC=0 ZPD=0.010000 Auto_Depth_Range=0.100000 WP=0 Offset=0.000000 Depth_Map_Flip=0 Weapon_Scale=0 Weapon_Adjust=0.000000,0.000000 Weapon_Depth_Adjust=0.000000 Stereoscopic_Mode=0 Anaglyph_Desaturation=1.000000 Perspective=0 Eye_Swap=0 Cursor_STT=0.125000,0.500000,0.750000 Cursor_Color=1.000000,1.000000,1.000000 [FilmGrain2.fx] grainamount=0.071000 coloramount=1.000000 lumamount=1.000000 grainsize=2.500000 [FilmicPass.fx] Linearization=0.500000 Strength=0.850000 Contrast=1.000000 Fade=0.400000 Bleach=0.000000 BaseGamma=1.000000 Saturation=-0.150000 GreenCurve=1.000000 RedCurve=1.000000 BlueCurve=1.000000 BaseCurve=1.500000 EffectGammaB=1.000000 EffectGamma=0.650000 EffectGammaR=1.000000 EffectGammaG=1.000000 LumCoeff=0.212656,0.715158,0.072186 [FineSharp.fx] cstr=0.900000 sstr=2.000000 pstr=1.272000 xstr=0.190000 lstr=1.490000 xrep=0.250000 [Levels.fx] BlackPoint=77 WhitePoint=199 HighlightClipping=0 [FXAA.fx] Subpix=0.250000 EdgeThreshold=0.125000 EdgeThresholdMin=0.000000 [GaussianBlur.fx] GaussianBlurRadius=2 GaussianBlurOffset=1.000000 GaussianBlurStrength=0.296000 [MXAO.fx] MXAO_FADE_DEPTH_END=0.400000 MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=2 MXAO_DEBUG_VIEW_ENABLE=0 MXAO_SAMPLE_RADIUS=2.500000 MXAO_SAMPLE_NORMAL_BIAS=0.200000 MXAO_FADE_DEPTH_START=0.050000 MXAO_GLOBAL_RENDER_SCALE=1.000000 MXAO_SSAO_AMOUNT=1.000000 MXAO_BLEND_TYPE=0 [Technicolor.fx] Power=4.000000 RGBNegativeAmount=0.880000,0.880000,0.880000 Strength=0.400000 [Vignette.fx] Type=0 Ratio=1.000000 Center=0.500000,0.500000 Radius=2.000000 Amount=-1.000000 Slope=2 [Tonemap.fx] Defog=0.000000 Bleach=0.000000 Gamma=1.000000 Exposure=0.000000 Saturation=0.000000 FogColor=0.000000,0.000000,1.000000 [Vibrance.fx] Vibrance=0.666000 VibranceRGBBalance=1.000000,1.000000,1.000000

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